Product Chat / About character creator - some related questions

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3com
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Location: Catalonia
Posted: 18th Jul 2017 16:30
Hi guys
Honestly I've never try charkit on deep, but due than I almost never got custom char working right in GG (getting malformed char body), so I had decided to try the charkit and I've some questions about:

a- I noticed character (female) using uber soldier.x instead of their own x file, is it the normal behaviour?
b- Character don't crouch?
c- I don't see the muzzflash and not sound when she shot the weapon.

Nothing to say about the rest, because I already not it is uncompleted feature yet.

As aside note, the last custon char using physique, does this make the difference?
I've also tried with rigg/skin and so on, but I got the same as below pic.

In 3ds Max



In GG



Animations working fine in 3ds Max, so what I'm doing wrong?

3com
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Belidos
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Posted: 18th Jul 2017 16:41
Part of the problem with the wibbly wobbly character is the skin weights aren't right (well at least not right for GG) and/or the bones aren't zero'd you can run it through a program called Mender (it's an old FPSC 3rd party software I forget where to get it now) and that should fix most of those issues.

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3com
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Posted: 18th Jul 2017 16:58
I've Mender installed in my laptop. I'm going to try with, Ty Belidos for the tip. - very cool beer for you, 38 grades here.

3com
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granada
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Location: United Kingdom
Posted: 18th Jul 2017 17:00
This is a resent post from board of the rings,it might be the reason.

Quote: "I'm working on an exporter tool and it works well and models load into Fragmotion/UU3D etc and animate fine.
I loaded a character (Nomad's Raknos model) that has skin weight / animation data into the importer and exported it out as a DBO and he looks fine in GameGuru except that the animation doesn't work and he spins around and then stops.

I ran my exporter code against the GG imported DBO model and opened up the .X file and found that the skinweights info wasn't there.
I then ran my exporter after commenting out my skinweight code and placed the .X file into GameGuru without using the GG importer and he came out fine and spins around exactly as the Raknos character did after using the importer.

Is this a bug in the GameGuru Importer or intentional that skin weight info not be included?"


Dave
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Bored of the Rings
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Posted: 18th Jul 2017 18:24 Edited at: 18th Jul 2017 18:28
Yes, the problem is the skin weights and I think I found that any LOD in the character .X file anims were causing these issues, but I need to double-check this is the case, but it sure was for the Raknos character created by Nomadmod. I tested using my converter and the GG importer but not the character creator. Think I'll test that out too. you could try removing any LOD animation data in the X file but make a backup first. Also, just as a tester, remove any references to "skinweights", although this will affect animations. It's just to see if you still get the "rubbery" look.
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Bored of the Rings
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Posted: 19th Jul 2017 06:06
Well I attempted to run the GameGuru character creator and it just sits there. And this is after verifying the local files. Honestly....
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Bored of the Rings
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Posted: 19th Jul 2017 07:48
ok it now loads up after a 2nd integrity check (gees). but is sooo slow loading....is it christmas yet ha just kidding I shall perservere....
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Belidos
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Posted: 19th Jul 2017 07:56
Quote: "ok it now loads up after a 2nd integrity check (gees). but is sooo slow loading....is it christmas yet ha just kidding I shall perservere...."


Are you logged into the steam client when you're trying to use the character creator? I've noticed both the imported and the character create sometimes throw a strop if you're not logged in via the steam client.

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Bored of the Rings
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Posted: 19th Jul 2017 08:24
Ah yes, ok at first I logged in without steam client (which is unusual for me) and then second time ran with the client and worked but still really slow... oh well another special feature of GameGuru
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3com
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Posted: 19th Jul 2017 13:09
Well, Mender fix the skin weights issues, now is not malformed char.
Now I should work with the script, char are playing all the animations toguether, and using dead anims instead of walking ones.

Quote: "I'm working on an exporter tool and it works well and models load into Fragmotion/UU3D etc and animate fine"

It sound cool BOTR!

3com
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Belidos
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Posted: 19th Jul 2017 13:18
Quote: "Well, Mender fix the skin weights issues, now is not malformed char"


Glad I could help

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3com
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Posted: 19th Jul 2017 18:16
Quote: "Glad I could help"

You allways do, for some reason you've a well deserve user of the month.

3com
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Bored of the Rings
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Posted: 19th Jul 2017 19:42
@Belidos-Oh I only just saw ..... congrats, very well deserved .....
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Bored of the Rings
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Posted: 20th Jul 2017 14:45
In addition to the skin weights, a lot of the bone ordering in FPSC characters are different to GameGuru (FPSC works from right then left). Most of the bones in GG are left then right. I'm makling some adjustments in my export program to hopefully correct these issues so I don't need to use mender or fragmotion or any other 3rd party program to sort out the bone order. More joy ha ....
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Belidos
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Posted: 20th Jul 2017 15:15
Quote: " @Belidos-Oh I only just saw ..... congrats, very well deserved ..... "


Thanks.. I think .. what have I done now?

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Pirate Myke
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Posted: 20th Jul 2017 16:12
If you are making your characters is 3ds max, then dont use the physique modifier.

Use the skin modifier instead. Let it auto weight every vertices. There is a spot to clamp the max bones to 3 instead of 20. Find it and adjust it. Turn modifier off then on again to set it. Test the rotation of the joints for verticies that are stretching and adjust them.

Little more work to deal with skinning, but a few years ago it was suggested in AutoDesk forums to quit using the physique modifier for game.

See if that solves your issue.
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Bored of the Rings
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Posted: 20th Jul 2017 16:23
@Pirate Myke- thanks for the info Myke. I'll make a note of this.
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